Exploring the possibilities of creating an exceptional game in theory
Exploring the possibilities of creating an exceptional game in theory
You likely picked the nearest option that didn’t align with what you wanted, since most choices weren’t very fitting for a great game.
This concept is promising, though the direction could shift easily. Each person brings their own vision for an ideal game. A well-structured group would be essential to shape the project, choose the game style, and define its rules. While polling ideas is helpful, it might drift from the core vision.
I love these three games I keep thinking about:
1) A Pokémon PC title with MMORPG vibes—controlable Pokémon or not, it’s all about that fun, whether it’s old GBC styles or N64 nostalgia.
2) A RuneScape-like experience using a unique engine, played on P2P, no pay-to-win. It’s medieval, magical, and packed with farming, fishing, and tree-cutting.
3) A fresh GunZ online version that really tested my finger skills. It was one of the few games that made me miss it so much. *Gasps*
Instead of noting insufficient content, highlight what is missing so you can refine it later.
I prefer games with straightforward mechanics. I’d enjoy a fresh take on a vigilante title. No custom settings required. Eight distinct vehicles, each offering a one-of-a-kind experience. Third-person action with quick decision-making. Tactical weapon collection and responsive 'active' challenges.
You're the first to aim for that poll, along with me. That's great! It seems a straightforward practical poll for such a nuanced topic is unlikely—neuroscience would play a big role in explaining causality, and achieving optimal results hinges on the blend of chosen effects and the individuals involved. You might consider psychological variations; it's improbable you could design a perfect game for just one person due to their uniqueness. From a global standpoint, this suggests applying utilitarian principles to maximize overall benefit without favoring any group. GL measuring fun likely isn't your main aim, but defining what makes a perfect game—like enjoyment, learning, or empathy—could be the key. Perhaps something surprising could work: